glTexImage3D — specify a three-dimensional texture image
void glTexImage3D( | GLenum target, |
GLint level, | |
GLint internalFormat, | |
GLsizei width, | |
GLsizei height, | |
GLsizei depth, | |
GLint border, | |
GLenum format, | |
GLenum type, | |
const GLvoid * data) ; |
target
Specifies the target texture. Must be one of GL_TEXTURE_3D
or GL_TEXTURE_2D_ARRAY
.
level
Specifies the level-of-detail number. Level 0 is the base image level. Level is the mipmap reduction image.
internalFormat
Specifies the number of color components in the texture. Must be one of base internal formats given in Table 1, or one of the sized internal formats given in Table 2, below.
width
Specifies the width of the texture image. All implementations support 3D texture images that are at least 256 texels wide.
height
Specifies the height of the texture image. All implementations support 3D texture images that are at least 256 texels high.
depth
Specifies the depth of the texture image, or the number of layers in a texture array. All implementations support 3D texture images that are at least 256 texels deep, and texture arrays that are at least 256 layers deep.
border
This value must be 0.
format
Specifies the format of the pixel data. The following symbolic values are accepted: GL_RED
, GL_RED_INTEGER
, GL_RG
, GL_RG_INTEGER
, GL_RGB
, GL_RGB_INTEGER
, GL_RGBA
, GL_RGBA_INTEGER
, GL_DEPTH_COMPONENT
, GL_DEPTH_STENCIL
, GL_LUMINANCE_ALPHA
, GL_LUMINANCE
, and GL_ALPHA
,
type
Specifies the data type of the pixel data. The following symbolic values are accepted: GL_UNSIGNED_BYTE
, GL_BYTE
, GL_UNSIGNED_SHORT
, GL_SHORT
, GL_UNSIGNED_INT
, GL_INT
, GL_HALF_FLOAT
, GL_FLOAT
, GL_UNSIGNED_SHORT_5_6_5
, GL_UNSIGNED_SHORT_4_4_4_4
, GL_UNSIGNED_SHORT_5_5_5_1
, GL_UNSIGNED_INT_2_10_10_10_REV
, GL_UNSIGNED_INT_10F_11F_11F_REV
, GL_UNSIGNED_INT_5_9_9_9_REV
, GL_UNSIGNED_INT_24_8
, and GL_FLOAT_32_UNSIGNED_INT_24_8_REV
.
data
Specifies a pointer to the image data in memory.
Texturing allows elements of an image array to be read by shaders.
To define texture images, call glTexImage3D
. The arguments describe the parameters of the texture image, such as height, width, depth, width of the border, level-of-detail number (see glTexParameter), and number of color components provided. The last three arguments describe how the image is represented in memory.
If target
is GL_TEXTURE_3D
, data is read from data
as a sequence of signed or unsigned bytes, shorts, or longs, or single-precision floating-point values, depending on type
. These values are grouped into sets of one, two, three, or four values, depending on format
, to form elements.
If a non-zero named buffer object is bound to the GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer) while a texture image is specified, data
is treated as a byte offset into the buffer object's data store.
The first element corresponds to the lower left corner of the texture image. Subsequent elements progress left-to-right through the remaining texels in the lowest row of the texture image, and then in successively higher rows of the texture image. The final element corresponds to the upper right corner of the texture image.
format
determines the composition of each element in data
. It can assume one of these symbolic values:
GL_RED
Each element is a single red component. For fixed point normalized components, the GL converts it to floating point, clamps to the range [0,1], and assembles it into an RGBA element by attaching 0.0 for green and blue, and 1.0 for alpha.
GL_RED_INTEGER
Each element is a single red component. The GL performs assembles it into an RGBA element by attaching 0 for green and blue, and 1 for alpha.
GL_RG
Each element is a red/green double. For fixed point normalized components, the GL converts each component to floating point, clamps to the range [0,1], and assembles them into an RGBA element by attaching 0.0 for blue, and 1.0 for alpha.
GL_RG
Each element is a red/green double. The GL assembles them into an RGBA element by attaching 0 for blue, and 1 for alpha.
GL_RGB
Each element is an RGB triple. For fixed point normalized components, the GL converts each component to floating point, clamps to the range [0,1], and assembles them into an RGBA element by attaching 1.0 for alpha.
GL_RGB_INTEGER
Each element is an RGB triple. The GL assembles them into an RGBA element by attaching 1 for alpha.
GL_RGBA
Each element contains all four components. For fixed point normalized components, the GL converts each component to floating point and clamps them to the range [0,1].
GL_RGBA_INTEGER
Each element contains all four components.
GL_DEPTH_COMPONENT
Each element is a single depth value. The GL converts it to floating point, and clamps to the range [0,1].
GL_DEPTH_STENCIL
Each element is a pair of depth and stencil values. The depth component of the pair is interpreted as in GL_DEPTH_COMPONENT
. The stencil component is interpreted based on specified the depth + stencil internal format.
GL_LUMINANCE_ALPHA
Each element is an luminance/alpha double. The GL converts each component to floating point, clamps to the range [0,1], and assembles them into an RGBA element by placing the luminance value in the red, green and blue channels.
GL_LUMINANCE
Each element is a single luminance component. The GL converts it to floating point, clamps to the range [0,1], and assembles it into an RGBA element by placing the luminance value in the red, green and blue channels, and attaching 1.0 to the alpha channel.
GL_ALPHA
Each element is a single alpha component. The GL converts it to floating point, clamps to the range [0,1], and assembles it into an RGBA element by placing attaching 0.0 to the red, green and blue channels.
If an application wants to store the texture at a certain resolution or in a certain format, it can request the resolution and format with internalFormat
. The GL will choose an internal representation with least the internal component sizes, and exactly the component types shown for that format, although it may not match exactly.
internalFormat
may be one of the unsized (base) internal formats shown, together with valid format
and type
combinations, in Table 1, below
Unsized Internal Format | Format | Type | RGBA and Luminance Values | Internal Components |
---|---|---|---|---|
GL_RGB | GL_RGB | GL_UNSIGNED_BYTE , GL_UNSIGNED_SHORT_5_6_5 | Red, Green, Blue | R, G, B |
GL_RGBA | GL_RGBA | GL_UNSIGNED_BYTE , GL_UNSIGNED_SHORT_4_4_4_4 , GL_UNSIGNED_SHORT_5_5_5_1 | Red, Green, Blue, Alpha | R, G, B, A |
GL_LUMINANCE_ALPHA | GL_LUMINANCE_ALPHA | GL_UNSIGNED_BYTE | Luminance, Alpha | L, A |
GL_LUMINANCE | GL_LUMINANCE | GL_UNSIGNED_BYTE | Luminance | L |
GL_ALPHA | GL_ALPHA | GL_UNSIGNED_BYTE | Alpha | A |
internalFormat
may also be one of the sized internal formats shown, together with valid format
and type
combinations, in Table 2, below
Sized Internal Format | Format | Type | Red Bits | Green Bits | Blue Bits | Alpha Bits | Shared Bits | Color renderable | Texture filterable |
---|---|---|---|---|---|---|---|---|---|
GL_R8 | GL_RED | GL_UNSIGNED_BYTE | 8 | Y | Y | ||||
GL_R8_SNORM | GL_RED | GL_BYTE | s8 | Y | |||||
GL_R16F | GL_RED | GL_HALF_FLOAT ,GL_FLOAT | f16 | Y | |||||
GL_R32F | GL_RED | GL_FLOAT | f32 | ||||||
GL_R8UI | GL_RED_INTEGER | GL_UNSIGNED_BYTE | ui8 | Y | |||||
GL_R8I | GL_RED_INTEGER | GL_BYTE | i8 | Y | |||||
GL_R16UI | GL_RED_INTEGER | GL_UNSIGNED_SHORT | ui16 | Y | |||||
GL_R16I | GL_RED_INTEGER | GL_SHORT | i16 | Y | |||||
GL_R32UI | GL_RED_INTEGER | GL_UNSIGNED_INT | ui32 | Y | |||||
GL_R32I | GL_RED_INTEGER | GL_INT | i32 | Y | |||||
GL_RG8 | GL_RG | GL_UNSIGNED_BYTE | 8 | 8 | Y | Y | |||
GL_RG8_SNORM | GL_RG | GL_BYTE | s8 | s8 | Y | ||||
GL_RG16F | GL_RG | GL_HALF_FLOAT ,GL_FLOAT | f16 | f16 | Y | ||||
GL_RG32F | GL_RG | GL_FLOAT | f32 | f32 | |||||
GL_RG8UI | GL_RG_INTEGER | GL_UNSIGNED_BYTE | ui8 | ui8 | Y | ||||
GL_RG8I | GL_RG_INTEGER | GL_BYTE | i8 | i8 | Y | ||||
GL_RG16UI | GL_RG_INTEGER | GL_UNSIGNED_SHORT | ui16 | ui16 | Y | ||||
GL_RG16I | GL_RG_INTEGER | GL_SHORT | i16 | i16 | Y | ||||
GL_RG32UI | GL_RG_INTEGER | GL_UNSIGNED_INT | ui32 | ui32 | Y | ||||
GL_RG32I | GL_RG_INTEGER | GL_INT | i32 | i32 | Y | ||||
GL_RGB8 | GL_RGB | GL_UNSIGNED_BYTE | 8 | 8 | 8 | Y | Y | ||
GL_SRGB8 | GL_RGB | GL_UNSIGNED_BYTE | 8 | 8 | 8 | Y | |||
GL_RGB565 | GL_RGB | GL_UNSIGNED_BYTE , GL_UNSIGNED_SHORT_5_6_5 | 5 | 6 | 5 | Y | Y | ||
GL_RGB8_SNORM | GL_RGB | GL_BYTE | s8 | s8 | s8 | Y | |||
GL_R11F_G11F_B10F | GL_RGB | GL_UNSIGNED_INT_10F_11F_11F_REV , GL_HALF_FLOAT , GL_FLOAT | f11 | f11 | f10 | Y | |||
GL_RGB9_E5 | GL_RGB | GL_UNSIGNED_INT_5_9_9_9_REV , GL_HALF_FLOAT , GL_FLOAT | 9 | 9 | 9 | 5 | Y | ||
GL_RGB16F | GL_RGB | GL_HALF_FLOAT , GL_FLOAT | f16 | f16 | f16 | Y | |||
GL_RGB32F | GL_RGB | GL_FLOAT | f32 | f32 | f32 | ||||
GL_RGB8UI | GL_RGB_INTEGER | GL_UNSIGNED_BYTE | ui8 | ui8 | ui8 | ||||
GL_RGB8I | GL_RGB_INTEGER | GL_BYTE | i8 | i8 | i8 | ||||
GL_RGB16UI | GL_RGB_INTEGER | GL_UNSIGNED_SHORT | ui16 | ui16 | ui16 | ||||
GL_RGB16I | GL_RGB_INTEGER | GL_SHORT | i16 | i16 | i16 | ||||
GL_RGB32UI | GL_RGB_INTEGER | GL_UNSIGNED_INT | ui32 | ui32 | ui32 | ||||
GL_RGB32I | GL_RGB_INTEGER | GL_INT | i32 | i32 | i32 | ||||
GL_RGBA8 | GL_RGBA | GL_UNSIGNED_BYTE | 8 | 8 | 8 | 8 | Y | Y | |
GL_SRGB8_ALPHA8 | GL_RGBA | GL_UNSIGNED_BYTE | 8 | 8 | 8 | 8 | Y | Y | |
GL_RGBA8_SNORM | GL_RGBA | GL_BYTE | s8 | s8 | s8 | s8 | Y | ||
GL_RGB5_A1 | GL_RGBA | GL_UNSIGNED_BYTE , GL_UNSIGNED_SHORT_5_5_5_1 , GL_UNSIGNED_INT_2_10_10_10_REV | 5 | 5 | 5 | 1 | Y | Y | |
GL_RGBA4 | GL_RGBA | GL_UNSIGNED_BYTE , GL_UNSIGNED_SHORT_4_4_4_4 | 4 | 4 | 4 | 4 | Y | Y | |
GL_RGB10_A2 | GL_RGBA | GL_UNSIGNED_INT_2_10_10_10_REV | 10 | 10 | 10 | 2 | Y | Y | |
GL_RGBA16F | GL_RGBA | GL_HALF_FLOAT , GL_FLOAT | f16 | f16 | f16 | f16 | Y | ||
GL_RGBA32F | GL_RGBA | GL_FLOAT | f32 | f32 | f32 | f32 | |||
GL_RGBA8UI | GL_RGBA_INTEGER | GL_UNSIGNED_BYTE | ui8 | ui8 | ui8 | ui8 | Y | ||
GL_RGBA8I | GL_RGBA_INTEGER | GL_BYTE | i8 | i8 | i8 | i8 | Y | ||
GL_RGB10_A2UI | GL_RGBA_INTEGER | GL_UNSIGNED_INT_2_10_10_10_REV | ui10 | ui10 | ui10 | ui2 | Y | ||
GL_RGBA16UI | GL_RGBA_INTEGER | GL_UNSIGNED_SHORT | ui16 | ui16 | ui16 | ui16 | Y | ||
GL_RGBA16I | GL_RGBA_INTEGER | GL_SHORT | i16 | i16 | i16 | i16 | Y | ||
GL_RGBA32I | GL_RGBA_INTEGER | GL_INT | i32 | i32 | i32 | i32 | Y | ||
GL_RGBA32UI | GL_RGBA_INTEGER | GL_UNSIGNED_INT | ui32 | ui32 | ui32 | ui32 | Y |
Sized Internal Format | Format | Type | Depth Bits | Stencil Bits |
---|---|---|---|---|
GL_DEPTH_COMPONENT16 | GL_DEPTH_COMPONENT | GL_UNSIGNED_SHORT , GL_UNSIGNED_INT | 16 | |
GL_DEPTH_COMPONENT24 | GL_DEPTH_COMPONENT | GL_UNSIGNED_INT | 24 | |
GL_DEPTH_COMPONENT32F | GL_DEPTH_COMPONENT | GL_FLOAT | f32 | |
GL_DEPTH24_STENCIL8 | GL_DEPTH_STENCIL | GL_UNSIGNED_INT_24_8 | 24 | 8 |
GL_DEPTH32F_STENCIL8 | GL_DEPTH_STENCIL | GL_FLOAT_32_UNSIGNED_INT_24_8_REV | f32 | 8 |
If the internalFormat
parameter is GL_SRGB
, GL_SRGB8
, or GL_SRGB8_ALPHA8
, the texture is treated as if the red, green, blue, or luminance components are encoded in the sRGB color space. Any alpha component is left unchanged. The conversion from the sRGB encoded component to a linear component is:
Assume is the sRGB component in the range [0,1].
A one-component texture image uses only the red component of the RGBA color extracted from data
. A two-component image uses the R and A values. A three-component image uses the R, G, and B values. A four-component image uses all of the RGBA components.
The glPixelStorei mode affects texture images.
data
may be a null pointer. In this case texture memory is allocated to accommodate a texture of width width
, height height
, and depth depth
. You can then download subtextures to initialize this texture memory. The image is undefined if the user tries to apply an uninitialized portion of the texture image to a primitive.
glTexImage3D
specifies the two-dimensional array or three-dimensional texture for the texture object bound to the current texture unit, specified with glActiveTexture.
GL_INVALID_ENUM
is generated if target
is not GL_TEXTURE_3D
or GL_TEXTURE_2D_ARRAY
.
GL_INVALID_ENUM
is generated if format
is not an accepted format constant. Format constants other than GL_STENCIL_INDEX
and GL_DEPTH_COMPONENT
are accepted.
GL_INVALID_ENUM
is generated if type
is not a type constant.
GL_INVALID_VALUE
is generated if level
is less than 0.
GL_INVALID_VALUE
may be generated if level
is greater than , where max is the returned value of GL_MAX_3D_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if internalFormat
is not one of the accepted resolution and format symbolic constants.
GL_INVALID_VALUE
is generated if width
, height
, or depth
is less than 0 or greater than GL_MAX_3D_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if border
is not 0 or 1.
GL_INVALID_OPERATION
is generated if the combination of internalFormat
, format
and type
is not one of those in the tables above.
GL_INVALID_OPERATION
is generated if target
is GL_TEXTURE_3D
and format
is GL_DEPTH_COMPONENT
, or GL_DEPTH_STENCIL
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer object's data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data would be unpacked from the buffer object such that the memory reads required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in memory a datum indicated by type
.
glGet with argument GL_PIXEL_UNPACK_BUFFER_BINDING
OpenGL ES API Version | |||
---|---|---|---|
Function Name | 2.0 | 3.0 | 3.1 |
glTexImage3D | - | ✔ | ✔ |
glActiveTexture, glCompressedTexImage2D, glCompressedTexImage3D, glCompressedTexSubImage2D, glCompressedTexSubImage3D, glCopyTexImage2D, glCopyTexSubImage2D, glCopyTexSubImage3D, glPixelStorei, glTexImage2D, glTexSubImage2D, glTexSubImage3D, glTexParameter
Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2010-2014 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see https://web.archive.org/web/20171022161616/http://oss.sgi.com/projects/FreeB/.